I've got two planets, the sun and the earth. I want them to spin on their own axis, and orbit the planet at the same time.
I can get these two behaviors to work individually, but I'm stumped as to how to combine them.
void planet::render() {
mat4 axisPos = mat4(1.0f);
axialRotation = rotate(axisPos, axisRotationSpeedConstant, vec3(0.0f, 1.0f, 0.0f));
if (hostPlanet != NULL) {
mat4 hostTransformPosition = mat4(1.0f);
hostTransformPosition[3] = hostPlanet->getTransform()[3];
orbitalSpeed += orbitalSpeedConstant;
orbitRotation = rotate(hostTransformPosition, orbitalSpeed, vec3(0.0f, 1.0f, 0.0f));
orbitRotation = translate(orbitRotation, vec3(distanceFromParent, 0.0f, 0.0f));
//rotTransform will make them spin on their axis, but not orbit their parent planet
mat4 rotTransform = transform * axialRotation;
//transform *= rotTransform;
//orbitRotation will make the planet orbit, but it won't spin on it's own axis.
transform = orbitRotation;
}
else {
transform *= axialRotation;
}
glUniform4fv(gColLoc, 1, &color[0]);
glUniformMatrix4fv(gModelToWorldTransformLoc, 1, GL_FALSE, &getTransform()[0][0]);
glDrawArrays(GL_LINES, 0, NUMVERTS);
};
Woohoo! As usual, asking the question lead me to being able to answer it. After the last line, knowing that transform[0 to 2]
represents the rotation in the 4x4 matrix (with transform[3]
representing the position in 3D space), I thought to replace the rotation from the previous matrix calculation with the current one.
Badabing, I got my answer.
transform = orbitRotation;
transform[0] = rotTransform[0];
transform[1] = rotTransform[1];
transform[2] = rotTransform[2];